











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced CN 1.5.10Escorts Enhanced Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 30 / 99% |
Size | medium |
Lifes / Deaths | Killed by mecharachnid warrior at level 11 on the 31st Dusk 122nd year of Ascendancy at 16:39 0 / 7Killed by Mayann the shimmering crystal at level 13 on the 11st Haze 122nd year of Ascendancy at 15:45 Killed by Emyriavea the king cobra at level 22 on the 37th Pyre 123rd year of Ascendancy at 17:20 Killed by Emyriavea the king cobra at level 22 on the 37th Pyre 123rd year of Ascendancy at 18:37 Killed by Girin the sandworm at level 22 on the 45th Pyre 123rd year of Ascendancy at 15:26 Killed by Beloyatta the elven cultist at level 27 on the 5th Dusk 123rd year of Ascendancy at 04:12 Killed by Lisynor the corrupted protoplasmic controller at level 30 on the 1st Time of Equilibrium 123rd year of Ascendancy at 11:43 |
Primary Stats
Strength | 63 (base 60) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 10) |
Magic | 61 (base 60) |
Willpower | 10 (base 10) |
Cunning | 21 (base 12) |
Resources
Life | -269/742 |
Mana | 254/374 |
Stamina | 221/221 |
Positive | 108/137 |
Healing Factor | 1.2160311219418 |
Regeneration | 25.840661341263 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | -1.0991207943789E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 122 |
Accuracy | 41 |
Crit Chance | 31% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 60% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +46% |
Light | +23% |
Temporal | +15% |
Physical | +24% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Darkness | +25% |
Light | +34% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 2 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 37 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 31%( 70%) |
Physical | + 21%( 70%) |
Cold | + 24%( 70%) |
All | + 14%( 70%) |
Darkness | + 36%( 70%) |
Light | + 45%( 70%) |
Temporal | + 27%( 70%) |
Mind | + 25%( 70%) |
Fire | + 19%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Confusion Resistance | 58% |
Instadeath Resistance | 100% |
Blind Resistance | 76% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 389 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed black mamba head. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue -3% Resists +6% acid +6% nature Phys.save +6 (+3 eff.) Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +24 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Defense +25 (+9 eff.) Resists +5% physical Die.at -60.00 life Blind- +22% Confus- +13% ---------- misc Light +7 See.Stealth +6 See.Invis +9 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Dex +4 Cun +5 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +15% physical Apr +5 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Resists +13% mind +1% physical Mind.save +17 (+7 eff.) Confus- +35% A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +11.0% Spell.crit +20% Mind.crit +10% Crit.mult +11.00% ----- def ----- Armour +3 HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +18.00 Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +15.0% Atk.spd 100% On Hit: 10% Nightmare 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 21/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +6% fire Res.pen +25% darkness Melee Ret 10 darkness ----- def ----- Resists +20% blight Max.HP +78.00 HP.reg +17.00 Heal.mod +17% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +5% Res.pen +25% blight Phasing +20% Acc +10 (+3 eff.) Apr +9 Melee Ret 4 blight ----- def ----- Defense +11 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Melee+ 6 light 6 darkness Dmg.mod +5% temporal +4% physical +10% darkness +11% light On Melee Ret: * 6% chance to reduce damage dealt by 13% * 6% chance to blind Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 30.50 arcane and 44.53 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+7 eff.) ---------- misc Talents +1 Soul Purge Juggernaut: (Instant) Level 3.0 Pwr.cost 40 out of 10/40. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Spell.pwr +3 (+1 eff.) Melee Ret 4 physical ----- def ----- Defense +30 (+10 eff.) Resists +2% physical Mind.save +13 (+5 eff.) Disease- +20% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 On Crit.r2 +14 light +20 fire While equipped: dps ---------- On shield block: * Deals 142 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +5% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +17 (+5 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -6% Resists +11% cold Max.HP +62.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +30% darkness ----- def ----- Resists +25% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 63% faster, and you are invisible (power 18). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Con +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning Melee Ret 4 physical ----- def ----- Armour +16 Resists +2% physical Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 162 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +7 (+3 eff.) Blind- +14% Confus- +12% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 6 fire ----- def ----- Resists +9% acid +16% temporal +14% mind Heal.mod +22% Cut- +40% Confus- +36% Pinning- +36% Knockbk- +29% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 162 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +9 Wil dps ---------- Res.pen +10% physical Apr +12 On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +4% physical Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +11 Wil dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce armor by 37% ---------- misc Vim/s.crit +2.00 Max.vim +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% acid Res.pen +15% light Melee Ret 10 cold ----- def ----- Resists +12% acid +6% cold Spell.save +6 (+3 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Con +3 Mag dps ---------- Crit.mult +10.00% Res.pen +10% arcane Acc +10 (+3 eff.) ----- def ----- Resists +2% physical Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) Die.at -40.00 life Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 11 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 10% chance to reduce all saves and defense by 15 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +6% blight Poison- +10% Disease- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% acid ----- def ----- Armour +2 Defense +25 (+9 eff.) Resists +3% darkness Spell.save +13 (+6 eff.) Poison- +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Res.pen +15% darkness Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 13% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% light +3% temporal ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +12% acid +9% cold ----- def ----- Armour +4 Resists +24% acid +3% nature Mind.save +4 (+2 eff.) Max.HP +20.00 Heal.mod +5% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Blind- +21% Confus- +23% ---------- misc Infravis +4 See.Stealth +9 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +3 Con ----- def ----- Resists +12% acid +15% lightning Spell.save +12 (+6 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -6% Mind.save +5 (+3 eff.) Confus- +21% ---------- misc Max.enc +26 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +8 (+3 eff.) Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Defense +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +12% nature Acc +7 (+2 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+6 eff.) Dmg.mod +38% fire ----- def ----- Armour +8 Defense +7 (+3 eff.) ---------- misc Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 71.5 - 107.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +12 mind While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% light Res.pen +21% physical Acc +31 (+10 eff.) Apr +21 ----- def ----- Armour +4 Resists +6% darkness +15% temporal Blind- +20% Knockbk- +20% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 67.0 - 100.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +20 fire On Hit: * 20% chance to reduce armor by 37% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Con dps ---------- Dmg.mod +21% fire ----- def ----- Resists +18% fire ---------- misc Infravis +3 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 While equipped: dps ---------- Phys.crit +16.0% Crit.mult +14.00% Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Con +12 Wil dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +16 (+6 eff.) Max.HP +56.00 Disarm- +48% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Rare] Nature Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +20 fire On Hit: * 20% chance to reduce damage dealt by 13% While equipped: Stats +11 Str +11 Dex +10 Mag +11 Wil +11 Cun +11 Con dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +9% blight +9% arcane +18% darkness ---------- misc Max.mana +100.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Psionic Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 darkness +16 blight Against +20% Living While equipped: Stats +5 Mag dps ---------- S.pwr/crit +6 Res.pen +15% mind ----- def ----- Spell.save +18 (+9 eff.) ---------- misc Max.mana +80.00 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Psionic Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +14 temporal On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +25% light +10% temporal ----- def ----- Resists +26% temporal Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +21 cold While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +8 (+2 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Arcane/Master Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 95 fire damage (1/turn) On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Dmg.mod +14% fire Res.pen +16% fire Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 temporal On Hit.r1 +20 acid While equipped: dps ---------- Spell.crit +7% ----- def ----- Resists +18% lightning +20% temporal +15% light ---------- misc Max.mana +80.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +10 cold While equipped: dps ---------- Res.pen +10% all Acc +16 (+5 eff.) Apr +12 One-handed war axes. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% lightning +13% fire +9% cold ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.50 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +13.0% Acc +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 On Hit: * 15% chance to reduce armor by 37% While equipped: dps ---------- Melee+ 7 acid Melee Ret 3 acid ----- def ----- Armour +10 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% light Melee Ret 6 mind ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +15% mind +5% arcane +6% light +7% all Phys.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +10% mind +9% all Phys.save +12 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +24 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +7% blight +11% all Max.HP +40.00 HP.reg +2.40 Heal.mod +13% ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +9% blight +13% all Max.HP +42.00 HP.reg +2.20 Heal.mod +14% Poison- +23% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +21% lightning ----- def ----- Resists +31% lightning +15% all Mind.save +26 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Mind.crit +3% Spell.pwr +15 (+4 eff.) Mind.pwr +7 (+4 eff.) S.pwr/crit +4 Dmg.mod +19% mind Res.pen +16% mind ----- def ----- Resists +15% all Silence- +48% ---------- misc Psi/turn +0.44 Max.psi +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +17% nature ----- def ----- Resists +15% all Poison- +35% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Psionic While equipped: Stats +8 Cun +4 Wil dps ---------- Dmg.mod +10% blight ----- def ----- Armour +23 Defense +12 (+4 eff.) Fatigue +22% Mind.save +30 (+11 eff.) A suit of armour made of metal plates. It was corrupted by the digestive sack. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +15% light On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +6% fire +3% nature +3% light Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+2 eff.) ----- def ----- Resists +8% light +8% darkness A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +17% darkness +16% temporal ----- def ----- Armour +5 Resists +19% darkness +23% temporal Def/telep +21 Res/telep +13% Dur/telep +30% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane 8 light Dmg.mod +5% arcane +4% light ----- def ----- Armour +2 Resists +5% arcane +7% light Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Hit: 20% Searing Light 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +6% HP.reg +2.30 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +11% acid +11% fire +9% lightning +11% cold Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 263.9 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Apr +7 ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 124.14 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.14 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +7.0% Mind.crit +6% Dmg.mod +12% acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +12% acid +7% physical ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str +3 Dex dps ---------- Crit.mult +10.00% Acc +20 (+6 eff.) ----- def ----- Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% blight +3% arcane Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 248 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 39% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +20% arcane Phasing +30% Melee Ret 4 mind ----- def ----- Spell.save +18 (+9 eff.) ---------- misc Psi/ret +0.16 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +20% light +24% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 111 lightning damage and will be dazed for 1 turn (559 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Escanor the Cornac Sun Paladin level 24
7th Flare 123rd year of Ascendancy at 05:49 see stats
By Escanor the Cornac Sun Paladin level 17
47th Haze 122nd year of Ascendancy at 16:31 see stats
By Escanor the Cornac Sun Paladin level 22
45th Pyre 123rd year of Ascendancy at 12:21 see stats
By Escanor the Cornac Sun Paladin level 29
70th Dusk 123rd year of Ascendancy at 11:55 see stats
By Escanor the Cornac Sun Paladin level 10
26th Dusk 122nd year of Ascendancy at 21:37 see stats
By Escanor the Cornac Sun Paladin level 20
27th Regrowth 123rd year of Ascendancy at 22:41 see stats
By Escanor the Cornac Sun Paladin level 30
71st Dusk 123rd year of Ascendancy at 05:23 see stats
By Escanor the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 12:45 see stats
By Escanor the Cornac Sun Paladin level 19
72nd Haze 122nd year of Ascendancy at 12:34 see stats
By Escanor the Cornac Sun Paladin level 22
37th Pyre 123rd year of Ascendancy at 10:41 see stats
By Escanor the Cornac Sun Paladin level 30
1st Time of Equilibrium 123rd year of Ascendancy at 02:16 see stats
By Escanor the Cornac Sun Paladin level 8
1st Dusk 122nd year of Ascendancy at 08:25 see stats
By Escanor the Cornac Sun Paladin level 11
71st Dusk 122nd year of Ascendancy at 04:01 see stats
By Escanor the Cornac Sun Paladin level 28
36th Dusk 123rd year of Ascendancy at 21:17 see stats
By Escanor the Cornac Sun Paladin level 18
57th Haze 122nd year of Ascendancy at 00:42 see stats
Log
Escanor performs a melee critical strike against Escanor!
Escanor hits Iceblock for 107 light, 108 physical, 45 light, 4 light, 4 darkness, 14 light, 14 physical (292 total damage).
Melee retaliation hits Iceblock for 6 light, 7 darkness, 3 light, 3 physical, 3 light, 2 blight, 14 light, 14 physical (46 total damage).
Bloated ooze hits Escanor for (1 to ice), 1 nature (1 total damage).
Melee retaliation hits Iceblock for 6 light, 7 darkness, 3 light, 3 physical, 3 light, 2 blight, 14 light, 14 physical (46 total damage).
Talent Sun Ray is ready to use.
Talent Judgement is ready to use.
Talent Shield of Light is ready to use.
Talent Weapon of Wrath is ready to use.
A shield forms around Escanor.
A shield forms around bloated ooze.
A shield forms around bloated ooze.
A shield forms around bloated ooze.
Bloated ooze receives 75 healing from Escanor's healing light area effect.
Lisynor the corrupted protoplasmic controller receives 83 healing from Escanor's healing light area effect.
Bloated ooze receives 75 healing from Escanor's healing light area effect.
Bloated ooze receives 75 healing from Escanor's healing light area effect.
Bloated ooze receives 75 healing from Escanor's healing light area effect.
Lisynor the corrupted protoplasmic controller's Beyond the Flesh performs a melee critical strike against Escanor!
Your shield crumbles under the damage!
The shield around Escanor crumbles.
Lisynor the corrupted protoplasmic controller's Beyond the Flesh hits Escanor for (82 absorbed), (21 to ice), 32 physical (32 total damage).
Melee retaliation hits Iceblock for 6 light, 7 darkness, 3 light, 3 physical, 3 light, 2 blight, 14 light, 14 physical (46 total damage).
Lisynor the corrupted protoplasmic controller uses Telekinetic Smash.
Lisynor the corrupted protoplasmic controller performs a melee critical strike against Escanor!
Lisynor the corrupted protoplasmic controller resists the blinding light!
Lisynor the corrupted protoplasmic controller hits Escanor for (72 to ice), 107 physical, (152 to ice), 229 physical (336 total damage).
Melee retaliation hits Iceblock for 6 light, 7 darkness, 3 light, 3 physical, 3 light, 2 blight, 14 light, 14 physical, 6 light, 7 darkness, 3 light, 3 physical, 3 light, 2 blight, 14 light, 14 physical (91 total damage).
Escanor the level 30 cornac sun paladin was stabbed to death by Lisynor the corrupted protoplasmic controller on level 1 of The Godfeaster.
Escanor is free from the ice.